runnable fragment
code snippet
precision mediump float;
uniform vec2 u_resolution;
uniform sampler2D u_texture_0;
void main() {
vec2 uv = gl_FragCoord.xy / u_resolution;
uv.x = uv.x * u_resolution.x / u_resolution.y;
vec3 color = vec3(0.0);
color = vec3(uv, 0.0);
// note: add this to VS Code settings.json when using the glsl canvas extension
// "glsl-canvas.textures": {